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represent keystrokes. *NOTE* The move function NEEDS
to return blocked_flags. I'm not sure how to
assemble them, though.
reload_fun - It think this is the function that's called
whenever an item is loaded _after_ the first time,
as opposed to the constructor which is called on the
first time. Don't quote me, though. This function
takes no arguments.
type_change_fun - The function called when the aitype
changes. I think. Guess what? This doesn't take
any arguments either.
user_fun - The userfun can be invoked at any time by
calling (user_fun signal value) from inside the
object. The parameters are, of course, the signal
and the value. I have no idea if this description is
accurate, but it seems like it to me.
I'm not sure what happens when you try to make a function
that's not one of the above. It _could_ be that you can
invoke it by just calling it by name (as in the user_fun),
but I'm not certain.
Sub-function: fields
Usage: (fields [field-pair]*)
You use the (fields) function to provide hooks into the editor.
Each field-pair is of the form (var prompt) where both are strings.
The var is the name of the variable that you'd like to modify.
They can be both builtin variables (hp, aitype, xvel) or things
that you've mentioned in the vars sub-function. The prompt is
what you want to appear to the left of the text-field for this
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